public void OnDestroy() { behaviorChangeRootNode -= ChangeRootNode; behaviorChangeSelectId -= ChangeSelectId; behaviorAddNode -= AddNode; behaviorDeleteNode -= DeleteNode; behaviorLoadFile -= LoadFile; behaviorSaveFile -= SaveFile; behaviorDeleteFile -= DeleteFile; behaviorNodeAddChild -= NodeAddChild; behaviorRemoveParentNode -= RemoveParentNode; behaviorNodeParameter -= NodeParameterChange; parameterChange -= ParameterChange; behaviorNodeChangeParameter -= NodeChangeParameter; behaviorRuntimePlay -= RuntimePlay; behaviorAddDelConditionGroup -= NodeAddDelConditionGroup; behaviorOpenSubTree -= OpenSubTree; behaviorChangeSubTreeEntryNode -= ChangeSubTreeEntryNode; behaviorDeleteSubTreeChild -= DeleteSubTreeChild; behaviorReadFile -= ReadFile; behaviorStandardID -= StandardID; behaviorSelectFile -= SelectFile; behaviorSaveSubTree -= SaveSubTree; behaviorDebugNodeParentInfo -= DebugNodeParentInfo; _playState = BehaviorPlayType.STOP; AssetDatabase.Refresh(); UnityEngine.Caching.ClearCache(); }
public void Init() { _filePath = "Assets/SubAssets/GameData/BehaviorTree/"; _fileName = string.Empty; _behaviorTreeData = new BehaviorTreeData(); _runTimeInvalidSubTreeHash.Clear(); behaviorChangeRootNode += ChangeRootNode; behaviorChangeSelectId += ChangeSelectId; behaviorAddNode += AddNode; behaviorDeleteNode += DeleteNode; behaviorLoadFile += LoadFile; behaviorSaveFile += SaveFile; behaviorDeleteFile += DeleteFile; behaviorNodeAddChild += NodeAddChild; behaviorRemoveParentNode += RemoveParentNode; behaviorNodeParameter += NodeParameterChange; parameterChange += ParameterChange; behaviorNodeChangeParameter += NodeChangeParameter; behaviorRuntimePlay += RuntimePlay; behaviorAddDelConditionGroup += NodeAddDelConditionGroup; behaviorOpenSubTree += OpenSubTree; behaviorChangeSubTreeEntryNode += ChangeSubTreeEntryNode; behaviorDeleteSubTreeChild += DeleteSubTreeChild; behaviorReadFile += ReadFile; behaviorStandardID += StandardID; behaviorSelectFile += SelectFile; behaviorSaveSubTree += SaveSubTree; behaviorDebugNodeParentInfo += DebugNodeParentInfo; _currentSelectId = -1; _currentOpenSubTreeId = -1; _playState = BehaviorPlayType.STOP; }
private void LoadFile(string fileName) { if (string.IsNullOrEmpty(fileName)) { return; } _configDataDic.Clear(); BehaviorReadWrite readWrite = new BehaviorReadWrite(); BehaviorTreeData behaviorTreeData = ReadFile(fileName, true); if (null == behaviorTreeData) { //ProDebug.Logger.LogError("file is null:" + fileName); return; } _playState = BehaviorPlayType.STOP; NodeNotify.SetPlayState((int)_playState); _fileName = fileName; _behaviorTreeData = behaviorTreeData; _currentSelectId = -1; _currentOpenSubTreeId = -1; BehaviorRunTime.Instance.Reset(behaviorTreeData); }
public void Init() { _filePath = "Assets/Resources/Data/"; _fileName = string.Empty; _behaviorTreeData = new BehaviorTreeData(); BehaviorReadWrite readWrite = new BehaviorReadWrite(); _globalParameter = readWrite.ReadGlobalParameter(GetGlobalParameterPath()); behaviorChangeSelectId += ChangeSelectId; behaviorAddNode += AddNode; behaviorDeleteNode += DeleteNode; behaviorLoadFile += LoadFile; behaviorSaveFile += SaveFile; behaviorDeleteFile += DeleteFile; behaviorNodeAddChild += NodeAddChild; behaviorRemoveParentNode += RemoveParentNode; behaviorNodeParameter += NodeParameterChange; globalParameterChange += GlobalParameterChange; behaviorNodeChangeParameter += NodeChangeParameter; behaviorRuntimePlay += RuntimePlay; _playState = BehaviorPlayType.STOP; }
private void LoadFile(string fileName) { string path = GetFilePath(fileName); if (!File.Exists(path)) { if (!EditorUtility.DisplayDialog("提示", "文件不存在", "yes")) { } return; } _playState = BehaviorPlayType.STOP; BehaviorReadWrite readWrite = new BehaviorReadWrite(); BehaviorTreeData behaviorTreeData = readWrite.ReadJson(path); if (null == behaviorTreeData) { Debug.LogError("file is null:" + fileName); return; } _fileName = fileName; _behaviorTreeData = behaviorTreeData; }
private void Init() { _behaviorTreeData = new BehaviorTreeData(); _runTimeInvalidSubTreeHash.Clear(); ConfigDataDic.Clear(); _playState = BehaviorPlayType.STOP; _filePath = CommonUtils.FileUtils.CombinePath(new string[] { "Assets", "SubAssets", "GameData", "BehaviorTree" }); behaviorChangeSelectId += ChangeSelectId; }
public void RuntimePlay(BehaviorPlayType oldState, BehaviorPlayType newState) { if (oldState == BehaviorPlayType.STOP && newState != BehaviorPlayType.STOP) { Reset(BehaviorManager.Instance.BehaviorTreeData); } if (newState != BehaviorPlayType.PLAY) { Execute(); } }
public void Draw() { EditorGUILayout.BeginHorizontal("box"); { int index = (int)BehaviorDataController.Instance.PlayState; int option = GUILayout.Toolbar(index, optionArr, EditorStyles.toolbarButton); if (index != option) { BehaviorPlayType state = (BehaviorPlayType)option; BehaviorDataController.Instance.PlayState = state; } } EditorGUILayout.EndHorizontal(); }
public void OnDestroy() { behaviorChangeSelectId -= ChangeSelectId; behaviorAddNode -= AddNode; behaviorDeleteNode -= DeleteNode; behaviorLoadFile -= LoadFile; behaviorSaveFile -= SaveFile; behaviorDeleteFile -= DeleteFile; behaviorNodeAddChild -= NodeAddChild; behaviorRemoveParentNode -= RemoveParentNode; behaviorNodeParameter -= NodeParameterChange; globalParameterChange -= GlobalParameterChange; behaviorNodeChangeParameter -= NodeChangeParameter; behaviorRuntimePlay -= RuntimePlay; _playState = BehaviorPlayType.STOP; }
public void OnDestroy() { behaviorChangeSelectId -= ChangeSelectId; behaviorAddNode -= AddNode; behaviorDeleteNode -= DeleteNode; behaviorLoadFile -= LoadFile; behaviorSaveFile -= SaveFile; behaviorDeleteFile -= DeleteFile; behaviorNodeAddChild -= NodeAddChild; behaviorRemoveParentNode -= RemoveParentNode; behaviorNodeParameter -= NodeParameterChange; parameterChange -= ParameterChange; behaviorNodeChangeParameter -= NodeChangeParameter; behaviorRuntimePlay -= RuntimePlay; behaviorAddDelConditionGroup -= NodeAddDelConditionGroup; _playState = BehaviorPlayType.STOP; AssetDatabase.Refresh(); UnityEngine.Caching.ClearCache(); }
public void Init() { _filePath = "Assets/SubAssets/GameData/BehaviorTree/"; _fileName = string.Empty; _behaviorTreeData = new BehaviorTreeData(); behaviorChangeSelectId += ChangeSelectId; behaviorAddNode += AddNode; behaviorDeleteNode += DeleteNode; behaviorLoadFile += LoadFile; behaviorSaveFile += SaveFile; behaviorDeleteFile += DeleteFile; behaviorNodeAddChild += NodeAddChild; behaviorRemoveParentNode += RemoveParentNode; behaviorNodeParameter += NodeParameterChange; parameterChange += ParameterChange; behaviorNodeChangeParameter += NodeChangeParameter; behaviorRuntimePlay += RuntimePlay; behaviorAddDelConditionGroup += NodeAddDelConditionGroup; _playState = BehaviorPlayType.STOP; }
private void RuntimePlay(BehaviorPlayType state) { NodeNotify.SetPlayState((int)state); _playState = state; }
private void RuntimePlay(BehaviorPlayType state) { BehaviorRunTime.Instance.RuntimePlay(_playState, state); NodeNotify.SetPlayState((int)state); _playState = state; }